Still iterating on my previous sketch. I've made some changes:
1. Slowly adding color as I experiment with how to include it in a nice way.
2. Trying out a different module other than the box. It's technically a squished box (cosine interpolation between top and bottom sides), going for a columnar proportion.
3. Added dashed lines + points as secondary elements in an otherwise too surface-based composition.

Here's a link to it in instagram (twitter compresses horribly) for a larger scale: https://www.instagram.com/p/BmyCfpTgV9o/?taken-by=wakemeatthree

These animations are leaning to be more speculative to design forms in architecture, but I try to make them appealing graphically to be appreciated by anyone.

Color, falloff transition, secondary/tertiary elements, view, anything that pops up.

Comments

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  1. I'm a HUGE fan of this series. Love the color choices.
    I think the fall off transition is great! Feels like robo dragon scales.

    I kinda wanna see the entire plane this thing is sitting on on to get a sense of scale. That's just my taste tho.

    Considered some secondary action on the dashed lines? Curious to see how it'd look with a delay rippling across their height.

    haha wow instagram compression sucks too (at least on desktop).

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  3. Could you tell a bit more about your process, @wakemeatthree? I'm a bit fluent in C4D and would love to know more about this

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  4. Hi @adrian, sure! I use processing for mostly everything (I'm more of a maya/rhino3d person myself when I do 3d modelling tho).

    The module was made as a result of an interpolation between points on a square, and one point in the center but raised above the square. You can see code for it here: https://github.com/WakeMeAtThree/P5_Playground/blob/master/Daily_Sketches/S_2018_128_ModuleColumnar/S_2018_128_ModuleColumnar.pyde

    As you can see I used cosine interpolation to achieve the curved transition upwards (linear interpolation will just make it straight).

    The grid is a technique I developed from other sketches, where the idea is you keep the width and height for a square constant, but you change elements inside it. I use normalized sums for that. Code here: https://github.com/WakeMeAtThree/P5_Playground/blob/master/Daily_Sketches/S_2018_127_SubdividedSmoothBoxC/S_2018_127_SubdividedSmoothBoxC.pyde

    I don't normally do all this code in one sitting. Some of my daily process is usually answering questions for myself that I haven't asked yet. The grid was developed for a 2D thing a while back. The lerp techniques for colors,mesh vertices, etc. was developed when I was making sketches like this: https://www.instagram.com/p/Bj39WOZldKd/?taken-by=wakemeatthree

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  5. This is super helpful! I'm always tempted to go back to Unity, 3D and video games and I'd love to play a bit more with different procedural techniques.

    Any good readings around all of this?

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  6. @adrian For readings/learning resources I always recommend people to check Dan Shiffman's youtube channel (https://www.youtube.com/user/shiffman/playlists) and his nature of code book (https://natureofcode.com/). I also recommend thebookofshaders.com (I don't know how you feel about apple's opengl deprecation but this is still a relevant source nonetheless)

    For process, I just do something everyday and share (code or animation or both). Things clicked better for me when I repeated ideas in different contexts. This talk by Zach Lieberman is great for this: https://www.youtube.com/watch?v=bmztlO9_Wvo

  7. P.S. Previous links => computational/generative stuff. I haven't worked much with Unity, so I don't know things to recommend for that.

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